godot-genre-roguelike
Genre: Roguelike
Expert blueprint for roguelikes balancing challenge, progression, and replayability.
NEVER Do (Expert Anti-Patterns)
Generation & RNG
- NEVER make runs dependent on pure RNG; strictly provide mitigation (rerolls, shops, pity timers) to ensure every run is winnable.
- NEVER use unseeded RNG for world generation; strictly initialize isolated
RandomNumberGeneratorwith a predictable seed for daily runs/debugging. - NEVER rely on
@GlobalScope.randi()for critical logic; strictly use local RNG instances to prevent global state pollution. - NEVER use
Array.pick_random()for critical content drops; strictly use a Shuffle Bag to prevent statistically unfair streaks. - NEVER generate massive dungeons on the main thread; strictly use
WorkerThreadPool.add_task()oradd_group_task()to distribute generation across cores and prevent frame freezes. - NEVER interact with the SceneTree from a background thread; strictly generate dungeon data in a thread-safe Array/PackedByteArray before parsing on the main thread.
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